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Oversight: NM DF bosses still have same HP

STAR WARS: The Old Republic > English > General Discussion > Bug Reports
Oversight: NM DF bosses still have same HP
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Stippling's Avatar


Stippling
06.17.2014 , 01:24 PM | #11
Quote: Originally Posted by TaitWatson View Post
Hey folks,

I spoke with the team regarding this, and the health of the bosses in NiM Dread Fortress being left at Nightmare values after the removal of Nightmare Power was intentional. There was some feedback regarding the reversion to Hard Mode values and so the HP was left unchanged.

The removal of Nightmare Power does still lower the damage dealt by the bosses.

-tait
Kudos to the development team on this. No reason to make Nightmare a complete joke.
Guild Master of <Failure> of the Bastion.
Stippling - 55 Marauder | Elegant - 55 Juggernaut

Docmal's Avatar


Docmal
06.17.2014 , 01:32 PM | #12
A side effect to this is that the damage from the mining laser on Grob'thok is significantly reduced but the hit points of the Ugnaughts are not reduced. Without the extra damage from the increased mining laser to drop the ugnaughts faster the encounter seems strangely out of balance.
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idnewton's Avatar


idnewton
06.17.2014 , 02:33 PM | #13
Yep I'm calling BS, sorry. Zero's melee gold-star has roughly 56k HP, while the ranged one has around 120k iirc. Pretty sure they were both at 120k ish before. Sounds like BW just half-a**'d it and pretends it's intended.
PRE-ORDER ACCOUNT LEGACY LEVEL 50 LEVEL +55s: 20
ETERNAL WARRIOR CHEEVO POINTS: +27,000

sithaztec's Avatar


sithaztec
06.17.2014 , 02:51 PM | #14
So this turned out to be a silly nerf and probably not what we were initially told it would be. NIM bosses have rarely been a heal check and DF was no different for at least the first four bosses. DPS was the challenge. So nerfing the damage output doesn't really do anything other than let heals help with damage.

IF you had to do anything for the sake of making that title mean something, dropping the boss HP and leaving the damage output would have been better.

What you have now is a strange NIM instance that just feels out of balance for tanks and heals but still a race for DPS.

shadowflit's Avatar


shadowflit
06.17.2014 , 03:08 PM | #15
So let me recap.
  • DPS. No real change. Still need NiM level performance, but screwing up a mechanic may not be as deadly (for some mechanics).
  • Tank. Bit less squishy, but still need to work for threat since DPS is working hard. Same mechanics, which on bosses like Grob'thok mean something.
  • Healers. Phone it in. DPS a bunch of the fight to cover the boredom, or fire up a movie and eat a TV dinner.

...What?

I am not here to provide content for other people's enjoyment. I am here to partake in that content, equally. If there's going to be a NiM nerf, it needs to apply to everyone. A harder HM that we can roll through for the gear and get into the actual NiM content (Palace). Or, what I would much prefer, no nerf! Remove the title, sure, but change nothing else. Gear and level will eventually provide the accessibility to the content.

This feels like a huge FU to healers (and a small one to tanks). Please find a way to not make it feel that way.
Fleur
Night's Radiance
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tanerb's Avatar


tanerb
06.17.2014 , 03:19 PM | #16
Quote: Originally Posted by idnewton View Post
Yep I'm calling BS, sorry. Zero's melee gold-star has roughly 56k HP, while the ranged one has around 120k iirc. Pretty sure they were both at 120k ish before. Sounds like BW just half-a**'d it and pretends it's intended.
This. They can't even lie without screwing it up.

Crimus's Avatar


Crimus
06.17.2014 , 04:05 PM | #17
agree with the posts about this being the wrong way to go about it from a difficulty and mechanic p.o.v. Would have been much better and made more sense to leave the damage the same and reduce the hp. Surviving was never a problem, it was the time in which my guild had to kill the waves. Reducing the damage output alone has proved to make absolutely zero difference in the progress my guild has been able to make since the change was implemented.

I don't want NiM to be a cakewalk, but this change literally makes no sense and to a certain extent no difference. More importantly I think you guys just screwed up and are doing a half assed job.

elitenz's Avatar


elitenz
06.17.2014 , 04:35 PM | #18
And Tait you wonder why this game is losing serious players in huge numbers for quality games like Wildstar. Sorry to say a game I actually love is really sinking and it's the lack of developer skill and support staff that has put the coffin into the dirt .

idnewton's Avatar


idnewton
06.17.2014 , 05:35 PM | #19
I was really never on-board with the nightmare power thing in the first place. Take away the title, sure, but keep the difficulty the same. It got better, Grob'Thok excluded. I wish it was the same, but Grob'Thok got worse.

Either way, don't try to pass off your failure as 'intended'.
PRE-ORDER ACCOUNT LEGACY LEVEL 50 LEVEL +55s: 20
ETERNAL WARRIOR CHEEVO POINTS: +27,000

Stippling's Avatar


Stippling
06.17.2014 , 05:37 PM | #20
Quote: Originally Posted by idnewton View Post
Yep I'm calling BS, sorry. Zero's melee gold-star has roughly 56k HP, while the ranged one has around 120k iirc. Pretty sure they were both at 120k ish before. Sounds like BW just half-a**'d it and pretends it's intended.
Your 'pretty sure' is wrong. The 56k has always been that way:

Nightmare Corruptor Zero Guide

Quote:
D:15 Corruption Droid x1 (Melee Mode)
Health: 175,562

D:13 Corruption Droid x1 (Range Mode)
Health: 56,521
It's cool to be upset and want to be angry, but don't start assuming things without any grounds to support it. Do you have any evidence to show that the D:15 is at 120k HP? Screenshot or something. Naturally all of this I'm refering to is 8m, disregard if you're talking 16m.
Guild Master of <Failure> of the Bastion.
Stippling - 55 Marauder | Elegant - 55 Juggernaut